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2.
Addict Behav Rep ; 18: 100516, 2023 Dec.
Article in English | MEDLINE | ID: mdl-37915884

ABSTRACT

Introduction: Loot boxes are increasingly common random-reward monetization mechanisms in digital games. They are popular among gamblers and pose various risks due to their gambling-like nature, but little is known about psychosocial vulnerabilities and financial consequences of purchasing them. This article examined psychosocial associations with self-reported increase in loot box purchasing and indebtedness among past-year gamblers during the COVID-19 pandemic. Methods: Cross-sectional survey data were collected in April 2021 from Finnish, Swedish, and British past-year gamblers aged 18 to 75 (n = 2,022). Measures of loneliness, psychological resilience, and problem gambling were studied in relation to loot box purchasing and indebtedness. Structural equation modeling was used as an analytical technique. Results: Loneliness was positively associated with self-reported increase in loot box purchasing. No evidence was found regarding the protective role of psychological resilience in loot box purchasing. Increased loot box purchasing was associated with problem gambling. Problem gambling mediated the relationship between loot box purchasing and indebtedness. Conclusions: The findings bring valuable insight into the psychosocial vulnerabilities and financial consequences in loot box purchasing. Loot box purchasing can add to one's financial strain particularly among vulnerable individuals such as problem gamblers, making it crucial to regulate such monetization practices.

3.
J Gambl Stud ; 39(3): 1467-1485, 2023 Sep.
Article in English | MEDLINE | ID: mdl-36622471

ABSTRACT

The COVID-19 pandemic has amplified several psychosocial risks and problem behaviors among vulnerable individuals. Given that gambling has high addictive potential, it is important to consider the underlying mechanisms of problem gambling. This study examined psychosocial factors associated with pandemic-time problem gambling.Cross-sectional data were gathered via an online survey of 18-75-year-old Finnish, Swedish, and British respondents (n = 2,022) who reported having gambled at least occasionally during the pandemic. Measures included problem gambling, loneliness, COVID-19 worry, social support, and psychological resilience. Control variables included gender, age, and education. Structural equation modeling was used as an analytical technique.Loneliness was found to be associated with problem gambling. While COVID-19 worry was not directly associated with problem gambling, it predicted higher loneliness, which in turn was associated with problem gambling. Evidence was not found regarding the protective role of resilience or social support in problem gambling. However, social support was found to be associated with higher problem gambling severity. Male gender and younger age were associated with problem gambling.The results bring insight into underlying vulnerabilities regarding problem gambling during the pandemic. More focus should be placed on the quality and sources of social support, as well as on how psychosocial risk and protective factors might work differently among different populations of gamblers.


Subject(s)
COVID-19 , Gambling , Humans , Male , Adolescent , Young Adult , Adult , Middle Aged , Aged , Gambling/psychology , Cross-Sectional Studies , Pandemics , Interpersonal Relations
4.
Article in English | MEDLINE | ID: mdl-36231436

ABSTRACT

This article introduces and applies an integrative model of cyberharassment victimization. The model combines routine activity theory (RAT), the general theory of crime (GTC), and the personal resources approach to analyze risk factors for victimization while acknowledging the protective role of a sense of mastery. Survey respondents were aged 15 to 25 years (N = 4816) from the U.S., Finland, Spain, and South Korea. Logistic regression models were used to analyze cyberharassment victimization. RAT-related factors were positively associated with cyberharassment victimization. Low self-control was positively associated with cyberharassment victimization in the U.S., Finland, and Spain but not in South Korea. The sense of mastery was negatively associated with cyberharassment victimization in the U.S., Finland, and South Korea but not in Spain. Protective factors against cyberharassment victimization should be utilized in future studies as adequate knowledge of protective factors could assist policymakers in generating preventative measures against cyberharassment. Our study demonstrates the benefits of integrating criminological theories and protective factors in studies using cross-national data to gain a better understanding of the dynamics of cyberharassment.


Subject(s)
Bullying , Crime Victims , Crime , Humans , Republic of Korea , Spain
5.
Article in English | MEDLINE | ID: mdl-36231799

ABSTRACT

Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18-75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October-November 2021 (Time 2), and April-May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem Gambling Severity Index), excessive gaming (Internet Gaming Disorder Test), and excessive internet use (Compulsive Internet Use Scale). Three escapism-specific questions were used to construct a dedicated escapism variable. Socio-demographic variables, alcohol consumption, and psychological distress were used as controls. The study was conducted with multilevel regression analyses using hybrid models. Our research showed that escapism had strong within-person effects on excessive gambling, B = 0.18, p = 0.003; excessive gaming, B = 0.50, p < 0.001; and excessive internet use, B = 0.77, p < 0.001 over time. The between-person effect of escapism was demonstrated on excessive gaming B = 0.91, p < 0.001, and excessive internet use B = 0.61, p = 0.036. Adverse societal events and uncertain times can manifest in excessive online behaviors motivated by escapism, highlighting a need to focus prevention efforts on healthy coping methods.


Subject(s)
Behavior, Addictive , COVID-19 , Video Games , Behavior, Addictive/epidemiology , Behavior, Addictive/psychology , COVID-19/epidemiology , Female , Finland/epidemiology , Humans , Internet , Longitudinal Studies , Male , Pandemics , Video Games/psychology
6.
Technol Soc ; 70: 102012, 2022 Aug.
Article in English | MEDLINE | ID: mdl-35702316

ABSTRACT

The Dark Web (i.e., the anonymous web or Darknet) contains potentially harmful COVID-19-related information and content such as conspiracy theories and forged certificates. The Dark Web may particularly attract individuals who are suspicious about the pandemic, but there is no research concerning the use of the Dark Web as a COVID-19 information source. In this study, we investigated the role of COVID-19 skepticism, online activities, and loneliness in the use of the Dark Web platforms as a COVID-19 information source. The data (N = 3000) were gathered in April 2021 from 18 to 75-year-old respondents from Finland (n = 1000), Sweden (n = 1000) and the United Kingdom (n = 1000). The respondents were asked how often they had utilized Dark Web platforms (for example via TOR-network) as a COVID-19 information source during the pandemic. Self-reported measures of institutional trust, anti-vaccine stances, restriction obedience, online activities, and loneliness were used as predictors in the logistic regression model. Age, gender, and education were also included in the model. The Dark Web use was more prevalent in the UK and Sweden. There was an association between anti-vaccine stances and active Dark Web use in the UK and Sweden, while low institutional trust predicted use among Finnish respondents. In all countries, restriction disobedience was related to Dark Web use as a COVID-19 information source. Frequent online gambling, increased social media use, and loneliness predicted Dark Web use, and these associations were even stronger among frequent Dark Web users than occasional users. Younger age and male gender were also associated with Dark Web use. The unregulated nature of the Dark Web makes it a risky alternative to COVID-19 information, attracting individuals who are suspicious about the pandemic and overall active online users. Misleading information and availability of forged certificates on the Dark Web challenge official health policies, posing significant risks for both individual and public health.

7.
Compr Psychiatry ; 117: 152331, 2022 Aug.
Article in English | MEDLINE | ID: mdl-35772368

ABSTRACT

BACKGROUND: The uncertain and stressful global situation caused by the COVID-19 pandemic has the potential to cause anxiety and impact people's mental health. Simultaneously, social distancing policies have isolated people from their normal social interactions. These societal changes have inevitably influenced gambling and gaming practices, and many people may have turned to betting or gaming as a means of social exchange. This study examined the influence of COVID-19 anxiety on increased mental health problems and their relationship to gambling and gaming problems. The mediating role of social motives for gambling and gaming was also investigated. MATERIAL AND METHODS: Finnish adults (N = 1530; Mage = 46.67; 50.33% male) were recruited from a volunteer participant panel to participate in a survey study. COVID-19 anxiety was assessed using a scale adapted from the Spielberger State-Trait Anxiety Inventory. Mental health problems were evaluated with the five-item Mental Health Inventory. Gambling problems were measured using the Problem Gambling Severity Index, and gaming problems were measured with the Internet Gaming Disorder Test. Social motives for gaming were evaluated using a single-item measure. Analyses used generalised structural equation modelling. RESULTS: COVID-19 anxiety predicted increased mental health problems, which were associated with heightened gambling and gaming problems. Social motives for gambling and gaming were a significant mediator, suggesting that gambling and gaming problems are emphasized markedly among those who are socially motivated by and involved in such games. CONCLUSIONS: Mental health problems experienced during the pandemic and the social properties of games might accentuate gambling and gaming problems.

8.
J Gambl Stud ; 38(4): 1195-1214, 2022 Dec.
Article in English | MEDLINE | ID: mdl-34661803

ABSTRACT

Gambling is a potential hazard to life satisfaction, yet peer relationships online might buffer this risk. This study analyzed the ways problem gambling is associated with life satisfaction as well as the extent to which the use of online-gambling community participation and, alternatively, offline belonging affect this association. A web-based survey was conducted among people aged 15-25 in Finland (n = 1,200), the United States (n = 1,212), South Korea (n = 1,192), and Spain (n = 1,212). The main variables included life satisfaction, problem gambling measured by the South Oaks Gambling Screen, online-gambling community participation, and offline belonging. Controls included compulsive internet use, hazardous drinking, psychological distress, income, age, and gender. Linear regression models were employed with country interactions. Results showed problem gambling had a negative relationship with life satisfaction, but the association was explained by control variables. Online-gambling community participation had a positive relationship with life satisfaction, especially among pathological gamblers who had poor offline relationships. Country comparisons revealed that the direct effect of excessive gambling and the compensating effect of online-gambling communities were most prominent in Finland.


Subject(s)
Behavior, Addictive , Gambling , Humans , United States , Gambling/psychology , Finland , Behavior, Addictive/psychology , Personal Satisfaction , Republic of Korea , Internet
9.
Article in English | MEDLINE | ID: mdl-34209896

ABSTRACT

BACKGROUND AND AIMS: Loneliness and a low sense of mastery are associated with excessive gambling, but the underlying processes of these relationships remain unstudied. Because psychological distress can increase vulnerability to excessive gambling, we investigated its mediating role in these relationships among young people. To meet the need for cross-country research, we also observed how these relationships occur in four countries with different cultures. DESIGN, SETTING, AND PARTICIPANTS: Demographically balanced cross-sectional survey data were collected from 15-25-year-olds in Finland (n = 1200; 50% male), the United States (n = 1212; 49.8% male), South Korea (n = 1192; 49.6% male), and Spain (n = 1212; 51.2% male). MEASUREMENTS: Excessive gambling was measured with the South Oaks Gambling Screen, psychological distress was assessed with the 12-item General Health Questionnaire, loneliness was measured with the three-item Loneliness Scale, and low sense of mastery was assessed with the Pearlin Mastery Scale. Associations were examined first using zero-inflated negative binomial regression analyses with excessive gambling as the outcome. In addition, path analyses were performed to study how loneliness and low sense of mastery relate to excessive gambling, with psychological distress as the mediating variable. FINDINGS: Loneliness and low sense of mastery were associated indirectly with excessive gambling via psychological distress in all country samples. Low sense of mastery was also directly associated with excessive gambling. There was a direct association between loneliness and excessive gambling only in samples from South Korea and Spain. CONCLUSIONS: Psychological distress is an important factor in understanding how loneliness and sense of mastery relate to gambling.


Subject(s)
Gambling , Psychological Distress , Adolescent , Adult , Cross-Sectional Studies , Female , Finland , Gambling/epidemiology , Humans , Loneliness , Male , Republic of Korea/epidemiology , Spain , Young Adult
10.
Eur. j. psychol. appl. legal context (Internet) ; 13(1): 29-36, ene.-jun. 2021. tab, graf
Article in English | IBECS | ID: ibc-201546

ABSTRACT

Drugs are sold on both dark web services and on social media, but research investigating these drug purchases online is still emerging. The aim of this study is to analyze risk factors associated with buying drugs online. Utilizing theories of criminology and addiction research, it was hypothesized that social bonds, low levels of self-control, and poor mental health are associated with buying drugs online. Additionally, it was predicted that purchases of drugs online would mediate the relationship between low self-control and regular drug use. Participants of this nationwide study were 15 to 25 years old living in the United States (N = 1,212) and Spain (N = 1,212). Measures of impulsivity, a sense of mastery, social belonging, psychological distress, excessive behaviors (drinking, gambling and internet use) were utilized to predict purchasing drugs online. Two percent of the U.S. and Spanish respondents reported buying drugs online with 77% of them utilizing social media services to buy drugs. Results from multinomial logistic regression, penalized maximum-likelihood logistic regression, and binary mediation regression models indicated that buying drugs online was associated with lower self-control, higher psychological distress, and excessive gambling behavior and excessive Internet use. Having online friends was not a risk factor, but having strong social bonds with offline friends served as a protective factor. Additionally, buying drugs online mediated the relationship between low self-control and regular use of drugs. Results indicate that more focus should be placed on mainstream social media services as sources of drug acquisition as online drug buyers have multiple self-control and mental health problems


Las drogas se venden en páginas web oscuras y en las redes sociales, aunque la investigación de estas adquisiciones online está aún en sus comienzos. Este estudio tiene como objetivo examinar los factores de riesgo vinculados a la compra de drogas online. De acuerdo con las teorías de la criminología y la investigación sobre adicciones, se planteó la hipótesis de que los vínculos sociales, el bajo nivel de autocontrol y los problemas de salud mental están relacionados con la compra online de drogas. Además, se postuló que la adquisición online de drogas estaría mediada por la relación entre el bajo autocontrol y el consumo frecuente de drogas. Participaron en el estudio un total de 2,424 jóvenes residentes en Estados Unidos (N = 1,212) y en España (N = 1,212), que fueron evaluados en impulsividad, sensación de dominio, pertenencia social, malestar psicológico, comportamientos abusivos (bebida, juego y utilización de internet) , con el objetivo de predecir la compra online de drogas. El 2% de los participantes de EE UU y España dijeron que compraban drogas online, de los cuales el 77% utilizaba servicios de redes sociales para tal fin. Los resultados de una regresión logística multinomial, regresión logística de máxima verosimilitud penalizada y modelos de regresión de mediación binaria mostraron que la adquisición online de drogas se relaciona con un menor autocontrol y un mayor malestar emocional y abuso del juego, y del uso de internet. El hecho de tener amigos por internet no constituía un factor de riesgo y tener vínculos sociales estrechos con amigos fuera de internet constituía un factor protector. A su vez, la compra online de drogas es un factor que media la relación entre bajo autocontrol y uso habitual de drogas. Los resultados sugieren que debería prestarse mayor atención a las redes sociales como medio habitual de adquisición de drogas, dado que los compradores online de drogas tienen múltiples problemas de salud mental y autocontrol


Subject(s)
Humans , Male , Female , Adolescent , Young Adult , Drug Trafficking/trends , e-Commerce , Substance-Related Disorders/epidemiology , Social Networking , United States/epidemiology , Spain/epidemiology , Drug and Narcotic Control/trends
11.
Aggress Behav ; 47(5): 530-543, 2021 09.
Article in English | MEDLINE | ID: mdl-34038595

ABSTRACT

Based on lifestyle exposure theory (LET), this study examined online dating application (ODA) use and victimization experiences among adolescents using large cross-national samples of Finnish, American, Spanish, and South Korean young people between ages 15 and 18. According to logistic regression analyses in two substudies, ODA use was associated with more likely victimization to online harassment, online sexual harassment, and other cybercrimes and sexual victimization by adults and peers. According to mediation analyses, this relationship was mainly accounted for by the fact that ODA users engage in more risky activities in online communication and information sharing. Attention should be paid to the risks ODAs pose to vulnerable groups, such as young people, with insufficient skills to regulate their social relationships online.


Subject(s)
Bullying , Crime Victims , Sexual Harassment , Adolescent , Adult , Humans , Life Style , Peer Group
12.
Article in English | MEDLINE | ID: mdl-33804663

ABSTRACT

Problem gambling among young people is an emerging trend globally. The online environment in particular offers various possibilities for gambling engagement. This is the first cross-national survey study using the social ecological model to analyze problem gambling, especially in the online context. The study aimed to analyze how different social ecological spheres explain problem gambling. Participants were young people aged 15-25 in the United States (n = 1212), South Korea (n = 1192), Spain (n = 1212), and Finland (n = 1200). The South Oaks Gambling Screen (SOGS) instrument measured problem gambling. The regression models analyzed problem gambling with measures of intrapersonal, interpersonal, organizational, and societal spheres. Spanish participants had the highest SOGS score for problem gambling. In all countries, the variations in problem gambling were best explained by the organizational sphere measures (26%) when compared to the intrapersonal (11%), interpersonal (5%), and societal (3%) spheres. In the full model, the organizational sphere measures had strong associations with problem gambling. These included consumer debt, online gambling community participation, online casino participation, and exposure to online pop-up advertisements. Problem gambling was also associated with conformity to group norms in the interpersonal sphere, and male gender and impulsivity in the intrapersonal sphere. Cross-national results were similar in different countries. Within the final model, gambling community participation had the strongest association with problem gambling (ß = 0.23, p < 0.001). The online context plays a major role in problem gambling behavior. The social ecological model is a useful tool for tackling problem gambling and developing preventative measures.


Subject(s)
Behavior, Addictive , Gambling , Adolescent , Adult , Behavior, Addictive/epidemiology , Finland , Gambling/epidemiology , Humans , Male , Republic of Korea/epidemiology , Spain/epidemiology , United States , Young Adult
13.
J Psychoactive Drugs ; 53(4): 345-354, 2021.
Article in English | MEDLINE | ID: mdl-33435854

ABSTRACT

Research indicates that youths are particularly susceptible to peer influence and that identifying with substance using peer groups predicts substance use. Today, youth spend more time interacting with distal peer groups via the Internet and have increased access to online drug cultures. Theoretically, this should have important implications for substance use. This study employs a nationally representative sample of U.S. youth (n = 1212), ages 15-25 years old, to examine whether online peer group identification and social media homophily predict substance use. Results indicate that online belonging and social media homophily are associated with some forms of substance use. While these factors were not significantly associated with regular marijuana or alcohol use among those who had initiated use, they predicted regular stimulant and opioid use among substance users. This suggests that online peer groups may promote progression into more problematic forms of substance use. Additional analyses of adolescent and young adult subgroups revealed important similarities and differences among the groups. The findings imply several directions for future research, and suggest that prevention policies and programs should continue to consider the role of online peers, and the Internet generally, in substance use initiation, escalation, and prevention.


Subject(s)
Social Media , Substance-Related Disorders , Adolescent , Adult , Alcohol Drinking , Humans , Peer Group , Substance-Related Disorders/epidemiology , Young Adult
14.
J Gambl Stud ; 37(1): 165-187, 2021 Mar.
Article in English | MEDLINE | ID: mdl-32306232

ABSTRACT

Gambling opportunities are facilitated by the growth of the Internet and social media platforms. Digital games also increasingly include monetary features, such as microtransactions, blurring the line between gambling and gaming. The Internet provides a variety of virtual communities for gamblers and gamers, but comprehensive research on these communities and their relevance in gambling and monetary gaming behaviors remains scarce. This paper summarizes research of online gambling and monetary gaming communities based on a systematic literature review. A systematic literature search was conducted from five databases: Scopus, Web of Science, PsycINFO, Social Science Premium Collection, and EBSCOhost. The search was limited to empirical articles that focused on gambling or gaming involving money and examined online interaction between gamblers or gamers. Preliminary search resulted in 1056 articles, from which 55 were selected for the analyses based on pre-determined criteria. According to results, online communities serve different functions in gambling and gaming behaviors. Gambling communities are typically forums for discussing and sharing gambling experiences, strategies, and tips as well as gambling problems, while gaming communities are inherently embedded inside a game being an essential part of the gaming experience. Identification with virtual communities influences gambling behavior and monetary gaming behavior through mechanisms of perceived norms, social influence, and community feedback. Whereas some gambling communities may provide protection from excessive gambling habits, gaming communities seem to solely motivate gaming behavior and purchase intentions. The role of online communities should be acknowledged in prevention and treatment of gambling and gaming problems.


Subject(s)
Gambling/psychology , Internet , Video Games/psychology , Humans , Social Media
15.
Int J Offender Ther Comp Criminol ; : 306624X20981041, 2020 Dec 10.
Article in English | MEDLINE | ID: mdl-33300379

ABSTRACT

Routine Activity Theory (RAT) and the general theory of crime have been widely employed to understand cybercrime victimization. However, there is a need to integrate these theoretical frameworks to better understand victimization from a cross-national perspective. A web-based survey was conducted among participants aged 15 to 25 years from the U.S., Finland, Spain, and South Korea. Factors related to RAT were associated with increased victimization in all four countries although results varied between the countries. Low self-control was associated with victimization in the U.S., Finland, and Spain but not in South Korea. Using decomposition analysis, we discovered that the association between low self-control and victimization occurred both directly and indirectly through measures of RAT. Our study demonstrates the need to integrate theories to better understand the dynamics of victimization. Despite the usefulness of RAT, other theories should be taken into consideration when investigating cybercrime victimization.

16.
Article in English | MEDLINE | ID: mdl-33153222

ABSTRACT

The objective of this study was to examine if belonging to online communities and social media identity bubbles predict youth problem gambling. An online survey was administered to 15-25-year-old participants in the United States (N = 1212), South Korea (N = 1192), Spain (N = 1212), and Finland (N = 1200). The survey measured two dimensions of online behavior: perceived sense of belonging to an online community and involvement in social media identity bubbles. Belonging to an online community was examined with a single item and involvement in social media identity bubbles was measured with the six-item Identity Bubble Reinforcement Scale. The South Oaks Gambling Screen was used to assess problem gambling. Statistical analyses utilized linear regression modeling. According to the analyses, strong sense of belonging to an online community was associated with higher problem gambling, but the association was observed mainly among those young individuals who were also involved in social media identity bubbles. For those youths who did not indicate identity bubble involvement, online relationships appeared to function as those offline. Some differences across the four countries were observed but overall, the results indicate that social media identity bubbles could partly explain the harmful influence that some online relations have on youth behavior.


Subject(s)
Behavior, Addictive , Gambling , Social Media , Adolescent , Adult , Female , Finland , Humans , Male , Republic of Korea , Spain , Young Adult
17.
PLoS One ; 15(4): e0231052, 2020.
Article in English | MEDLINE | ID: mdl-32320402

ABSTRACT

Online hate is widely identified as a social problem, but its social psychological dimensions are yet to be explored. We used an integrative social psychological framework for analyzing online hate offending and found that both personal risk factors and online group behavior were associated with online hate offending. Study 1, based on socio-demographically balanced survey data (N = 1200) collected from Finnish adolescents and young adults, found that impulsivity and internalizing symptoms were positively associated with online hate offending. Furthermore, social homophily was positively associated with online hate offending but only among those with average or high level of internalizing symptoms. Social identification with online communities was not associated with hate offending. In Study 2, based on a vignette experiment (N = 160), online hate offenders were more likely than others to rely on in-group stereotypes (i.e. self-stereotype) in anonymous online interaction and, as a consequence, follow perceived group norms. These associations were found only when a shared group identity was primed. We conclude that both personal risk factors and group behavior are related to online hate but they have different implications for reducing hateful communication in social media.


Subject(s)
Anxiety/psychology , Depression/psychology , Hate , Impulsive Behavior , Social Behavior , Social Media , Adolescent , Adult , Female , Finland , Humans , Male , Social Identification , Stereotyping , Surveys and Questionnaires , Young Adult
18.
JMIR Ment Health ; 7(1): e14035, 2020 Jan 02.
Article in English | MEDLINE | ID: mdl-31895044

ABSTRACT

BACKGROUND: In the ever-growing and technologically advancing world, an increasing amount of social interaction takes place through the Web. With this change, loneliness is becoming an unprecedented societal issue, making youth more susceptible to various physical and mental health problems. This societal change also influences the dynamics of addiction. OBJECTIVE: Employing the cognitive discrepancy loneliness model, this study aimed to provide a social psychological perspective on youth addictions. METHODS: A comprehensive survey was used to collect data from American (N=1212; mean 20.05, SD 3.19; 608/1212, 50.17% women), South Korean (N=1192; mean 20.61, SD 3.24; 601/1192, 50.42% women), and Finnish (N=1200; mean 21.29, SD 2.85; 600/1200, 50.00% women) youths aged 15 to 25 years. Perceived loneliness was assessed with the 3-item Loneliness Scale. A total of 3 addictive behaviors were measured, including excessive alcohol use, compulsive internet use, and problem gambling. A total of 2 separate models using linear regression analyses were estimated for each country to examine the association between perceived loneliness and addiction. RESULTS: Loneliness was significantly related to only compulsive internet use among the youth in all 3 countries (P<.001 in the United States, South Korea, and Finland). In the South Korean sample, the association remained significant with excessive alcohol use (P<.001) and problem gambling (P<.001), even after controlling for potentially confounding psychological variables. CONCLUSIONS: The findings reveal existing differences between youths who spend excessive amounts of time online and those who engage in other types of addictive behaviors. Experiencing loneliness is consistently linked to compulsive internet use across countries, although different underlying factors may explain other forms of addiction. These findings provide a deeper understanding in the mechanisms of youth addiction and can help improve prevention and intervention work, especially in terms of compulsive internet use.

19.
Alcohol Alcohol ; 55(1): 86-95, 2020 Feb 07.
Article in English | MEDLINE | ID: mdl-31761930

ABSTRACT

AIMS: To examine the continuing role of daily popular social media use in youth hazardous alcohol consumption in four countries across continents. METHODS: A web-based survey was given to youths aged 15-25 in the USA (n = 1212), South Korea (n = 1192), Finland (n = 1200) and Spain (n = 1212). Hazardous alcohol use (alcohol use disorders identification test-C) was the dependent variable. Main independent variables measured daily use of different social media services. Controls included compulsive Internet use, offline belonging, psychological distress, impulsivity, risk-taking, age and gender. Linear regression models and mediation analyses with bootstrapping were done for each country. RESULTS: Daily use of Facebook and Instagram was associated with higher hazardous alcohol use among youths in Finland, South Korea and Spain. Daily instant messaging was related to higher hazardous alcohol use among South Korean and Finnish youths. Daily YouTube use was associated with higher hazardous alcohol use among youths in South Korea, but lower hazardous alcohol use among youths in the USA and Finland. Daily Twitter use was related to lower hazardous drinking among youths in Finland but higher hazardous drinking among youths in Spain. The mediation analyses revealed that uploading pictures to social media is a possible facilitator of social media-related hazardous alcohol use among youths in the USA and Spain. CONCLUSION: Certain social media platforms might inspire and/or attract hazardously drinking youths, contributing to the growing opportunities for social media interventions.


Subject(s)
Alcohol Drinking/epidemiology , Social Media/statistics & numerical data , Adolescent , Adult , Age Factors , Behavior, Addictive , Female , Finland/epidemiology , Humans , Impulsive Behavior , Male , Psychological Distance , Psychological Distress , Republic of Korea/epidemiology , Risk-Taking , Sex Factors , Spain/epidemiology , Surveys and Questionnaires , United States/epidemiology , Young Adult
20.
Drug Alcohol Rev ; 39(2): 152-161, 2020 02.
Article in English | MEDLINE | ID: mdl-31815340

ABSTRACT

INTRODUCTION AND AIMS: Online gambling advertising and user-generated gambling content have increased. This study used a social psychological online experiment to analyse young people's reactions towards and self-reported interests in social media gambling messages. DESIGN AND METHODS: A vignette experiment with a two-level between-subjects factor (group condition or control condition) and three two-level within-subjects factors (expressed stance on gambling, narrative perspective and majority opinion) was conducted with two samples of young Finnish people aged 15 to 25 years (N = 1200, 50% female, mean age 21.29 years) and 15 to 30 years (N = 230, 53% female, mean age 24.35 years). Participants were asked to indicate how they would react to presented gambling messages (i.e. like or dislike the content) and how interesting would the content appear to them. In addition to experimental factors, the Attitudes Towards Gambling Scale and a global self-esteem measure were used as the independent variables. A statistical analysis included multilevel linear and logistic regressions. RESULTS: Young people preferred anti-gambling messages instead of pro-gambling messages. This effect was moderated by personal gambling attitudes as participants with highly positive gambling attitudes preferred pro-gambling content. Fact-driven messages were favoured over experience-driven messages. Positive majority opinions predicted more favourable reactions and positive interest. DISCUSSION AND CONCLUSIONS: Young people prefer anti-gambling content and factual argumentation but their online behaviour is also influenced by perceived group norms. The potential risks of online gambling promotion mainly concern young people already interested in gambling.


Subject(s)
Advertising , Attitude , Gambling/psychology , Social Media , Adolescent , Adult , Female , Humans , Male , Risk Factors , Young Adult
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